diff options
-rw-r--r-- | src/GLSLShaderTest/PhongShadingGLSL.form | 138 | ||||
-rw-r--r-- | src/GLSLShaderTest/PhongShadingGLSL.java | 448 | ||||
-rw-r--r-- | src/GLSLShaderTest/SphereGLSL.java | 2 | ||||
-rw-r--r-- | src/GLSLShaderTest/gouraud.frag | 50 | ||||
-rw-r--r-- | src/GLSLShaderTest/gouraud.vert | 100 | ||||
-rw-r--r-- | src/GLSLShaderTest/phong.frag | 98 | ||||
-rw-r--r-- | src/GLSLShaderTest/phong.vert | 56 | ||||
-rw-r--r-- | src/GLSLShaderTest/toon.frag | 34 | ||||
-rw-r--r-- | src/GLSLShaderTest/toon.vert | 19 |
9 files changed, 943 insertions, 2 deletions
diff --git a/src/GLSLShaderTest/PhongShadingGLSL.form b/src/GLSLShaderTest/PhongShadingGLSL.form new file mode 100644 index 0000000..dcccf73 --- /dev/null +++ b/src/GLSLShaderTest/PhongShadingGLSL.form @@ -0,0 +1,138 @@ +<?xml version="1.0" encoding="UTF-8" ?> + +<Form version="1.0" type="org.netbeans.modules.form.forminfo.JFrameFormInfo"> + <NonVisualComponents> + <Component class="javax.swing.ButtonGroup" name="shaderButtonGroup"> + </Component> + <Menu class="javax.swing.JMenuBar" name="jMenuBar1"> + <SubComponents> + <Menu class="javax.swing.JMenu" name="fileMenu"> + <Properties> + <Property name="text" type="java.lang.String" value="File"/> + </Properties> + <SubComponents> + <MenuItem class="javax.swing.JMenuItem" name="exitMenuItem"> + <Properties> + <Property name="text" type="java.lang.String" value="Exit"/> + </Properties> + <Events> + <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="exitMenuItemActionPerformed"/> + </Events> + </MenuItem> + </SubComponents> + </Menu> + </SubComponents> + </Menu> + </NonVisualComponents> + <Properties> + <Property name="defaultCloseOperation" type="int" value="3"/> + <Property name="title" type="java.lang.String" value="Phong Shading Test"/> + </Properties> + <SyntheticProperties> + <SyntheticProperty name="menuBar" type="java.lang.String" value="jMenuBar1"/> + <SyntheticProperty name="formSizePolicy" type="int" value="1"/> + </SyntheticProperties> + <AuxValues> + <AuxValue name="FormSettings_generateMnemonicsCode" type="java.lang.Boolean" value="false"/> + <AuxValue name="FormSettings_listenerGenerationStyle" type="java.lang.Integer" value="0"/> + <AuxValue name="FormSettings_variablesLocal" type="java.lang.Boolean" value="false"/> + <AuxValue name="FormSettings_variablesModifier" type="java.lang.Integer" value="2"/> + <AuxValue name="designerSize" type="java.awt.Dimension" value="-84,-19,0,5,115,114,0,18,106,97,118,97,46,97,119,116,46,68,105,109,101,110,115,105,111,110,65,-114,-39,-41,-84,95,68,20,2,0,2,73,0,6,104,101,105,103,104,116,73,0,5,119,105,100,116,104,120,112,0,0,1,44,0,0,1,-112"/> + </AuxValues> + + <Layout class="org.netbeans.modules.form.compat2.layouts.DesignBorderLayout"/> + <SubComponents> + <Container class="javax.swing.JPanel" name="guiPanel"> + <Constraints> + <Constraint layoutClass="org.netbeans.modules.form.compat2.layouts.DesignBorderLayout" value="org.netbeans.modules.form.compat2.layouts.DesignBorderLayout$BorderConstraintsDescription"> + <BorderConstraints direction="North"/> + </Constraint> + </Constraints> + + <Layout class="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout"/> + <SubComponents> + <Container class="javax.swing.JPanel" name="jPanel1"> + <Properties> + <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor"> + <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo"> + <TitledBorder title="Shader"/> + </Border> + </Property> + </Properties> + <Constraints> + <Constraint layoutClass="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout" value="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout$GridBagConstraintsDescription"> + <GridBagConstraints gridX="-1" gridY="-1" gridWidth="1" gridHeight="1" fill="2" ipadX="0" ipadY="0" insetsTop="4" insetsLeft="4" insetsBottom="4" insetsRight="4" anchor="10" weightX="0.0" weightY="0.0"/> + </Constraint> + </Constraints> + + <Layout class="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout"/> + <SubComponents> + <Component class="javax.swing.JRadioButton" name="gouraudButton"> + <Properties> + <Property name="buttonGroup" type="javax.swing.ButtonGroup" editor="org.netbeans.modules.form.RADComponent$ButtonGroupPropertyEditor"> + <ComponentRef name="shaderButtonGroup"/> + </Property> + <Property name="selected" type="boolean" value="true"/> + <Property name="text" type="java.lang.String" value="Per-Vertex Lighting (Gouraud)"/> + <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor"> + <Border info="org.netbeans.modules.form.compat2.border.EmptyBorderInfo"> + <EmptyBorder bottom="0" left="0" right="0" top="0"/> + </Border> + </Property> + <Property name="margin" type="java.awt.Insets" editor="org.netbeans.beaninfo.editors.InsetsEditor"> + <Insets value="[0, 0, 0, 0]"/> + </Property> + </Properties> + <Events> + <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="gouraudButtonActionPerformed"/> + </Events> + <Constraints> + <Constraint layoutClass="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout" value="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout$GridBagConstraintsDescription"> + <GridBagConstraints gridX="-1" gridY="-1" gridWidth="1" gridHeight="1" fill="2" ipadX="0" ipadY="0" insetsTop="2" insetsLeft="2" insetsBottom="2" insetsRight="2" anchor="10" weightX="0.0" weightY="0.0"/> + </Constraint> + </Constraints> + </Component> + <Component class="javax.swing.JRadioButton" name="phongButton"> + <Properties> + <Property name="buttonGroup" type="javax.swing.ButtonGroup" editor="org.netbeans.modules.form.RADComponent$ButtonGroupPropertyEditor"> + <ComponentRef name="shaderButtonGroup"/> + </Property> + <Property name="text" type="java.lang.String" value="Per-Pixel Lighting (Phong)"/> + <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor"> + <Border info="org.netbeans.modules.form.compat2.border.EmptyBorderInfo"> + <EmptyBorder bottom="0" left="0" right="0" top="0"/> + </Border> + </Property> + <Property name="margin" type="java.awt.Insets" editor="org.netbeans.beaninfo.editors.InsetsEditor"> + <Insets value="[0, 0, 0, 0]"/> + </Property> + </Properties> + <Events> + <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="phongButtonActionPerformed"/> + </Events> + <Constraints> + <Constraint layoutClass="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout" value="org.netbeans.modules.form.compat2.layouts.DesignGridBagLayout$GridBagConstraintsDescription"> + <GridBagConstraints gridX="0" gridY="1" gridWidth="1" gridHeight="1" fill="2" ipadX="0" ipadY="0" insetsTop="2" insetsLeft="2" insetsBottom="2" insetsRight="2" anchor="10" weightX="0.0" weightY="0.0"/> + </Constraint> + </Constraints> + </Component> + </SubComponents> + </Container> + </SubComponents> + </Container> + <Container class="javax.swing.JPanel" name="drawingPanel"> + <Properties> + <Property name="preferredSize" type="java.awt.Dimension" editor="org.netbeans.beaninfo.editors.DimensionEditor"> + <Dimension value="[500, 500]"/> + </Property> + </Properties> + <Constraints> + <Constraint layoutClass="org.netbeans.modules.form.compat2.layouts.DesignBorderLayout" value="org.netbeans.modules.form.compat2.layouts.DesignBorderLayout$BorderConstraintsDescription"> + <BorderConstraints direction="Center"/> + </Constraint> + </Constraints> + + <Layout class="org.netbeans.modules.form.compat2.layouts.DesignBorderLayout"/> + </Container> + </SubComponents> +</Form> diff --git a/src/GLSLShaderTest/PhongShadingGLSL.java b/src/GLSLShaderTest/PhongShadingGLSL.java new file mode 100644 index 0000000..9958dc0 --- /dev/null +++ b/src/GLSLShaderTest/PhongShadingGLSL.java @@ -0,0 +1,448 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in + * the documentation and/or other materials provided with the + * distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +import com.sun.j3d.utils.geometry.Sphere; +import com.sun.j3d.utils.shader.StringIO; +import com.sun.j3d.utils.universe.*; +import javax.media.j3d.*; +import javax.vecmath.*; +import java.awt.GraphicsConfiguration; +import java.io.IOException; + +/** + * + * @author kcr + */ +public class PhongShadingGLSL extends javax.swing.JFrame { + + // Constants for type of light to use + private static final int DIRECTIONAL_LIGHT = 0; + private static final int POINT_LIGHT = 1; + private static final int SPOT_LIGHT = 2; + + // Flag indicates type of lights: directional, point, or spot lights. + private static int lightType = DIRECTIONAL_LIGHT; + + private SimpleUniverse u = null; + + private ShaderAppearance sApp = null; + private ShaderProgram gouraudSP = null; + private ShaderProgram phongSP = null; + + public BranchGroup createSceneGraph() { + Color3f eColor = new Color3f(0.0f, 0.0f, 0.0f); + Color3f sColor = new Color3f(1.0f, 1.0f, 1.0f); + Color3f objColor = new Color3f(0.6f, 0.6f, 0.6f); +// Color3f lColor1 = new Color3f(1.0f, 0.0f, 0.0f); +// Color3f lColor2 = new Color3f(0.0f, 1.0f, 0.0f); + Color3f lColor1 = new Color3f(1.0f, 1.0f, 0.5f); + Color3f alColor = new Color3f(0.2f, 0.2f, 0.2f); + Color3f bgColor = new Color3f(0.05f, 0.05f, 0.2f); + + Transform3D t; + + // Create the root of the branch graph + BranchGroup objRoot = new BranchGroup(); + + // Create a Transformgroup to scale all objects so they + // appear in the scene. + TransformGroup objScale = new TransformGroup(); + Transform3D t3d = new Transform3D(); + t3d.setScale(0.5); + objScale.setTransform(t3d); + objRoot.addChild(objScale); + + // Create a bounds for the background and lights + BoundingSphere bounds = + new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); + + // Set up the background + Background bg = new Background(bgColor); + bg.setApplicationBounds(bounds); + objRoot.addChild(bg); + + // Create the TransformGroup node and initialize it to the + // identity. Enable the TRANSFORM_WRITE capability so that + // our behavior code can modify it at run time. Add it to + // the root of the subgraph. + TransformGroup objTrans = new TransformGroup(); + objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objScale.addChild(objTrans); + + // Create a Sphere object, generate one copy of the sphere, + // and add it into the scene graph. + sApp = new ShaderAppearance(); + sApp.setCapability(ShaderAppearance.ALLOW_SHADER_PROGRAM_WRITE); + Material m = new Material(objColor, eColor, objColor, sColor, 100.0f); + sApp.setMaterial(m); + + // Create Gouraud and Phong shader programs + String vertexProgram = null; + String fragmentProgram = null; + Shader[] shaders = new Shader[2]; + String[] attrNames = { "numLights" }; + + try { + vertexProgram = StringIO.readFully("./gouraud.vert"); + fragmentProgram = StringIO.readFully("./gouraud.frag"); + } + catch (IOException e) { + throw new RuntimeException(e); + } + shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_VERTEX, + vertexProgram); + shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_FRAGMENT, + fragmentProgram); + gouraudSP = new GLSLShaderProgram(); + gouraudSP.setShaders(shaders); + + try { + vertexProgram = StringIO.readFully("./phong.vert"); + fragmentProgram = StringIO.readFully("./phong.frag"); + } + catch (IOException e) { + throw new RuntimeException(e); + } + shaders[0] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_VERTEX, + vertexProgram); + shaders[1] = new SourceCodeShader(Shader.SHADING_LANGUAGE_GLSL, + Shader.SHADER_TYPE_FRAGMENT, + fragmentProgram); + phongSP = new GLSLShaderProgram(); + phongSP.setShaders(shaders); + + if (gouraudButton.isSelected()) { + sApp.setShaderProgram(gouraudSP); + } else if (phongButton.isSelected()) { + sApp.setShaderProgram(phongSP); + } + Sphere sph = new Sphere(1.0f, Sphere.GENERATE_NORMALS, 30, sApp); + objTrans.addChild(sph); + + // Create a new Behavior object that will perform the + // desired operation on the specified transform and add + // it into the scene graph. + Transform3D yAxis = new Transform3D(); + yAxis.rotZ(Math.PI); + Alpha rotationAlpha = new Alpha(-1, 10000); + + RotationInterpolator rotator = + new RotationInterpolator(rotationAlpha, objTrans, yAxis, + 0.0f, (float) Math.PI*2.0f); + rotator.setSchedulingBounds(bounds); + objRoot.addChild(rotator); + + // Create the transform group node for the each light and initialize + // it to the identity. Enable the TRANSFORM_WRITE capability so that + // our behavior code can modify it at runtime. Add them to the root + // of the subgraph. + TransformGroup l1RotTrans = new TransformGroup(); + l1RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objScale.addChild(l1RotTrans); + + TransformGroup l2RotTrans = new TransformGroup(); + l2RotTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE); + objScale.addChild(l2RotTrans); + + // Create transformations for the positional lights + t = new Transform3D(); + Vector3d lPos1 = new Vector3d(0.0, 0.0, 2.0); + t.set(lPos1); + TransformGroup l1Trans = new TransformGroup(t); + l1RotTrans.addChild(l1Trans); + +// t = new Transform3D(); +// Vector3d lPos2 = new Vector3d(0.5, 0.8, 2.0); +// t.set(lPos2); +// TransformGroup l2Trans = new TransformGroup(t); +// l2RotTrans.addChild(l2Trans); + + // Create Geometry for point lights + ColoringAttributes caL1 = new ColoringAttributes(); +// ColoringAttributes caL2 = new ColoringAttributes(); + caL1.setColor(lColor1); +// caL2.setColor(lColor2); + Appearance appL1 = new Appearance(); +// Appearance appL2 = new Appearance(); + appL1.setColoringAttributes(caL1); +// appL2.setColoringAttributes(caL2); + l1Trans.addChild(new Sphere(0.05f, appL1)); +// l2Trans.addChild(new Sphere(0.05f, appL2)); + + // Create lights + AmbientLight aLgt = new AmbientLight(alColor); + + Light lgt1 = null; +// Light lgt2 = null; + + Point3f lPoint = new Point3f(0.0f, 0.0f, 0.0f); + Point3f atten = new Point3f(1.0f, 0.0f, 0.0f); + Vector3f lDirect1 = new Vector3f(lPos1); +// Vector3f lDirect2 = new Vector3f(lPos2); + lDirect1.negate(); +// lDirect2.negate(); + + switch (lightType) { + case DIRECTIONAL_LIGHT: + lgt1 = new DirectionalLight(lColor1, lDirect1); +// lgt2 = new DirectionalLight(lColor2, lDirect2); + break; + case POINT_LIGHT: + assert false : "can't get here"; + lgt1 = new PointLight(lColor1, lPoint, atten); +// lgt2 = new PointLight(lColor2, lPoint, atten); + break; + case SPOT_LIGHT: + assert false : "can't get here"; + lgt1 = new SpotLight(lColor1, lPoint, atten, lDirect1, + 25.0f * (float)Math.PI / 180.0f, 10.0f); +// lgt2 = new SpotLight(lColor2, lPoint, atten, lDirect2, +// 25.0f * (float)Math.PI / 180.0f, 10.0f); + break; + } + + // Set the influencing bounds + aLgt.setInfluencingBounds(bounds); + lgt1.setInfluencingBounds(bounds); +// lgt2.setInfluencingBounds(bounds); + + // Add the lights into the scene graph + objScale.addChild(aLgt); + l1Trans.addChild(lgt1); +// l2Trans.addChild(lgt2); + + // Create a new Behavior object that will perform the desired + // operation on the specified transform object and add it into the + // scene graph. + yAxis = new Transform3D(); + Alpha rotor1Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, + 0, 0, + 4000, 0, 0, + 0, 0, 0); + RotationInterpolator rotator1 = + new RotationInterpolator(rotor1Alpha, + l1RotTrans, + yAxis, + 0.0f, (float) Math.PI*2.0f); + rotator1.setSchedulingBounds(bounds); + l1RotTrans.addChild(rotator1); + + // Create a new Behavior object that will perform the desired + // operation on the specified transform object and add it into the + // scene graph. + Alpha rotor2Alpha = new Alpha(-1, Alpha.INCREASING_ENABLE, + 0, 0, + 1000, 0, 0, + 0, 0, 0); + RotationInterpolator rotator2 = + new RotationInterpolator(rotor2Alpha, + l2RotTrans, + yAxis, + 0.0f, 0.0f); + bounds = new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0); + rotator2.setSchedulingBounds(bounds); + l2RotTrans.addChild(rotator2); + + return objRoot; + } + + private Canvas3D initScene() { + GraphicsConfiguration config = + SimpleUniverse.getPreferredConfiguration(); + + Canvas3D c = new Canvas3D(config); + + u = new SimpleUniverse(c); + + // This will move the ViewPlatform back a bit so the + // objects in the scene can be viewed. + u.getViewingPlatform().setNominalViewingTransform(); + + BranchGroup scene = createSceneGraph(); + u.addBranchGraph(scene); + + return c; + } + + /** + * Creates new form PhongShadingGLSL + */ + public PhongShadingGLSL() { + // Initialize the GUI components + initComponents(); + + // Create the scene and add the Canvas3D to the drawing panel + Canvas3D c = initScene(); + drawingPanel.add(c, java.awt.BorderLayout.CENTER); + } + + // ---------------------------------------------------------------- + + /** This method is called from within the constructor to + * initialize the form. + * WARNING: Do NOT modify this code. The content of this method is + * always regenerated by the Form Editor. + */ + // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents + private void initComponents() { + java.awt.GridBagConstraints gridBagConstraints; + + shaderButtonGroup = new javax.swing.ButtonGroup(); + guiPanel = new javax.swing.JPanel(); + jPanel1 = new javax.swing.JPanel(); + gouraudButton = new javax.swing.JRadioButton(); + phongButton = new javax.swing.JRadioButton(); + drawingPanel = new javax.swing.JPanel(); + jMenuBar1 = new javax.swing.JMenuBar(); + fileMenu = new javax.swing.JMenu(); + exitMenuItem = new javax.swing.JMenuItem(); + + setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE); + setTitle("Phong Shading Test"); + guiPanel.setLayout(new java.awt.GridBagLayout()); + + jPanel1.setLayout(new java.awt.GridBagLayout()); + + jPanel1.setBorder(javax.swing.BorderFactory.createTitledBorder("Shader")); + shaderButtonGroup.add(gouraudButton); + gouraudButton.setSelected(true); + gouraudButton.setText("Per-Vertex Lighting (Gouraud)"); + gouraudButton.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0)); + gouraudButton.setMargin(new java.awt.Insets(0, 0, 0, 0)); + gouraudButton.addActionListener(new java.awt.event.ActionListener() { + public void actionPerformed(java.awt.event.ActionEvent evt) { + gouraudButtonActionPerformed(evt); + } + }); + + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL; + gridBagConstraints.insets = new java.awt.Insets(2, 2, 2, 2); + jPanel1.add(gouraudButton, gridBagConstraints); + + shaderButtonGroup.add(phongButton); + phongButton.setText("Per-Pixel Lighting (Phong)"); + phongButton.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0)); + phongButton.setMargin(new java.awt.Insets(0, 0, 0, 0)); + phongButton.addActionListener(new java.awt.event.ActionListener() { + public void actionPerformed(java.awt.event.ActionEvent evt) { + phongButtonActionPerformed(evt); + } + }); + + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.gridx = 0; + gridBagConstraints.gridy = 1; + gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL; + gridBagConstraints.insets = new java.awt.Insets(2, 2, 2, 2); + jPanel1.add(phongButton, gridBagConstraints); + + gridBagConstraints = new java.awt.GridBagConstraints(); + gridBagConstraints.fill = java.awt.GridBagConstraints.HORIZONTAL; + gridBagConstraints.insets = new java.awt.Insets(4, 4, 4, 4); + guiPanel.add(jPanel1, gridBagConstraints); + + getContentPane().add(guiPanel, java.awt.BorderLayout.NORTH); + + drawingPanel.setLayout(new java.awt.BorderLayout()); + + drawingPanel.setPreferredSize(new java.awt.Dimension(500, 500)); + getContentPane().add(drawingPanel, java.awt.BorderLayout.CENTER); + + fileMenu.setText("File"); + exitMenuItem.setText("Exit"); + exitMenuItem.addActionListener(new java.awt.event.ActionListener() { + public void actionPerformed(java.awt.event.ActionEvent evt) { + exitMenuItemActionPerformed(evt); + } + }); + + fileMenu.add(exitMenuItem); + + jMenuBar1.add(fileMenu); + + setJMenuBar(jMenuBar1); + + pack(); + }// </editor-fold>//GEN-END:initComponents + + private void phongButtonActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_phongButtonActionPerformed + sApp.setShaderProgram(phongSP); + }//GEN-LAST:event_phongButtonActionPerformed + + private void gouraudButtonActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_gouraudButtonActionPerformed + sApp.setShaderProgram(gouraudSP); + }//GEN-LAST:event_gouraudButtonActionPerformed + + private void exitMenuItemActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_exitMenuItemActionPerformed + System.exit(0); + }//GEN-LAST:event_exitMenuItemActionPerformed + + /** + * @param args the command line arguments + */ + public static void main(String args[]) { + java.awt.EventQueue.invokeLater(new Runnable() { + public void run() { + new PhongShadingGLSL().setVisible(true); + } + }); + } + + // Variables declaration - do not modify//GEN-BEGIN:variables + private javax.swing.JPanel drawingPanel; + private javax.swing.JMenuItem exitMenuItem; + private javax.swing.JMenu fileMenu; + private javax.swing.JRadioButton gouraudButton; + private javax.swing.JPanel guiPanel; + private javax.swing.JMenuBar jMenuBar1; + private javax.swing.JPanel jPanel1; + private javax.swing.JRadioButton phongButton; + private javax.swing.ButtonGroup shaderButtonGroup; + // End of variables declaration//GEN-END:variables + +} diff --git a/src/GLSLShaderTest/SphereGLSL.java b/src/GLSLShaderTest/SphereGLSL.java index a96dca6..8b7f5c6 100644 --- a/src/GLSLShaderTest/SphereGLSL.java +++ b/src/GLSLShaderTest/SphereGLSL.java @@ -156,7 +156,6 @@ public class SphereGLSL extends Applet { TransformGroup l2Trans = new TransformGroup(t); l2RotTrans.addChild(l2Trans); - /* // Create Geometry for point lights ColoringAttributes caL1 = new ColoringAttributes(); ColoringAttributes caL2 = new ColoringAttributes(); @@ -168,7 +167,6 @@ public class SphereGLSL extends Applet { appL2.setColoringAttributes(caL2); l1Trans.addChild(new Sphere(0.05f, appL1)); l2Trans.addChild(new Sphere(0.05f, appL2)); - */ // Create lights AmbientLight aLgt = new AmbientLight(alColor); diff --git a/src/GLSLShaderTest/gouraud.frag b/src/GLSLShaderTest/gouraud.frag new file mode 100644 index 0000000..912cccf --- /dev/null +++ b/src/GLSLShaderTest/gouraud.frag @@ -0,0 +1,50 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in + * the documentation and/or other materials provided with the + * distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +// Simple GLSL fragment program to add the primary and secondary (specular) colors + +void main() +{ + gl_FragColor = gl_Color + gl_SecondaryColor; +} diff --git a/src/GLSLShaderTest/gouraud.vert b/src/GLSLShaderTest/gouraud.vert new file mode 100644 index 0000000..fe72b26 --- /dev/null +++ b/src/GLSLShaderTest/gouraud.vert @@ -0,0 +1,100 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in + * the documentation and/or other materials provided with the + * distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +// A GLSL vertex program for handling 1 directional light with specular. +// This implements per-vertex lighting (Gouraud shading). + +void directionalLight0( + in vec3 normal, + inout vec4 ambient, + inout vec4 diffuse, + inout vec4 specular) +{ + // Normalized light direction and half vector + vec3 lightDirection = normalize(vec3(gl_LightSource[0].position)); + vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector)); + + float nDotVP; // normal . light_direction + float nDotHV; // normal . light_half_vector + float pf; // power factor + + nDotVP = max(0.0, dot(normal, lightDirection)); + nDotHV = max(0.0, dot(normal, halfVector)); + + if (nDotVP == 0.0) { + pf = 0.0; + } + else { + pf = pow(nDotHV, gl_FrontMaterial.shininess); + } + + ambient += gl_LightSource[0].ambient; + diffuse += gl_LightSource[0].diffuse * nDotVP; + specular += gl_LightSource[0].specular * pf; +} + + +void main() +{ + vec3 tnorm = normalize(vec3(gl_NormalMatrix * gl_Normal)); + vec4 amb = vec4(0.0); + vec4 diff = vec4(0.0); + vec4 spec = vec4(0.0); + int i; + + // Transform the vertex + vec4 outPosition = gl_ModelViewProjectionMatrix * gl_Vertex; + + directionalLight0(tnorm, amb, diff, spec); + + // Apply the result of the lighting equation + vec4 outSecondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0); + vec4 outColor = vec4(vec3(gl_FrontLightModelProduct.sceneColor + + amb * gl_FrontMaterial.ambient + + diff * gl_FrontMaterial.diffuse), 1.0); + + gl_FrontColor = outColor; + gl_FrontSecondaryColor = outSecondaryColor; + gl_Position = outPosition; +} diff --git a/src/GLSLShaderTest/phong.frag b/src/GLSLShaderTest/phong.frag new file mode 100644 index 0000000..c9e4365 --- /dev/null +++ b/src/GLSLShaderTest/phong.frag @@ -0,0 +1,98 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in + * the documentation and/or other materials provided with the + * distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +// A GLSL fragment program for handling 1 directional light with specular. +// This implements per-pixel lighting (Phong shading) + +void directionalLight0( + in vec3 normal, + inout vec4 ambient, + inout vec4 diffuse, + inout vec4 specular) +{ + // Normalized light direction and half vector + vec3 lightDirection = normalize(vec3(gl_LightSource[0].position)); + vec3 halfVector = normalize(vec3(gl_LightSource[0].halfVector)); + + float nDotVP; // normal . light_direction + float nDotHV; // normal . light_half_vector + float pf; // power factor + + nDotVP = max(0.0, dot(normal, lightDirection)); + nDotHV = max(0.0, dot(normal, halfVector)); + + if (nDotVP == 0.0) { + pf = 0.0; + } + else { + pf = pow(nDotHV, gl_FrontMaterial.shininess); + } + + ambient += gl_LightSource[0].ambient; + diffuse += gl_LightSource[0].diffuse * nDotVP; + specular += gl_LightSource[0].specular * pf; +} + + +// Per-pixel normal (input from vertex shader) +varying vec3 Normal; + +void main() +{ + vec3 unitNorm = normalize(Normal); + vec4 amb = vec4(0.0); + vec4 diff = vec4(0.0); + vec4 spec = vec4(0.0); + int i; + + directionalLight0(unitNorm, amb, diff, spec); + + // Apply the result of the lighting equation + vec4 secondaryColor = vec4(vec3(spec * gl_FrontMaterial.specular), 1.0); + vec4 color = vec4(vec3(gl_FrontLightModelProduct.sceneColor + + amb * gl_FrontMaterial.ambient + + diff * gl_FrontMaterial.diffuse), 1.0); + + gl_FragColor = color + secondaryColor; +} diff --git a/src/GLSLShaderTest/phong.vert b/src/GLSLShaderTest/phong.vert new file mode 100644 index 0000000..58a495f --- /dev/null +++ b/src/GLSLShaderTest/phong.vert @@ -0,0 +1,56 @@ +/* + * $RCSfile$ + * + * Copyright (c) 2005 Sun Microsystems, Inc. All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions + * are met: + * + * - Redistribution of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * + * - Redistribution in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in + * the documentation and/or other materials provided with the + * distribution. + * + * Neither the name of Sun Microsystems, Inc. or the names of + * contributors may be used to endorse or promote products derived + * from this software without specific prior written permission. + * + * This software is provided "AS IS," without a warranty of any + * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND + * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY + * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL + * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF + * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS + * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR + * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, + * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND + * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR + * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE + * POSSIBILITY OF SUCH DAMAGES. + * + * You acknowledge that this software is not designed, licensed or + * intended for use in the design, construction, operation or + * maintenance of any nuclear facility. + * + * $Revision$ + * $Date$ + * $State$ + */ + +// A GLSL vertex program for doing Phone shading (per-fragment lighting) + +// Per-pixel normal (output to fragment shader) +varying vec3 Normal; + +void main() +{ + Normal = normalize(vec3(gl_NormalMatrix * gl_Normal)); + + // Transform the vertex + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; +} diff --git a/src/GLSLShaderTest/toon.frag b/src/GLSLShaderTest/toon.frag new file mode 100644 index 0000000..fa50453 --- /dev/null +++ b/src/GLSLShaderTest/toon.frag @@ -0,0 +1,34 @@ +// +// Fragment shader for cartoon-style shading +// +// Author: Philip Rideout +// +// Copyright (c) 2004 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +//uniform vec3 DiffuseColor; +//uniform vec3 PhongColor; +//uniform float Edge; +//uniform float Phong; + +vec3 DiffuseColor = vec3(0.5,0.5,1.0); +vec3 PhongColor = vec3(0.75,0.75,1.0); +float Edge = 0.64; +float Phong = 0.90; + +varying vec3 Normal; +varying vec3 LightDir; + +void main (void) +{ + vec3 color = DiffuseColor; + float f = max( 0.0, dot(LightDir,Normal)); + if (abs(f) < Edge) + color = DiffuseColor * 0.2; + if (f > Phong) + color = PhongColor; + + gl_FragColor = vec4(color, 1); +} diff --git a/src/GLSLShaderTest/toon.vert b/src/GLSLShaderTest/toon.vert new file mode 100644 index 0000000..d044af7 --- /dev/null +++ b/src/GLSLShaderTest/toon.vert @@ -0,0 +1,19 @@ +// +// Vertex shader for cartoon-style shading +// +// Author: Philip Rideout +// +// Copyright (c) 2004 3Dlabs Inc. Ltd. +// +// See 3Dlabs-License.txt for license information +// + +varying vec3 Normal; +varying vec3 LightDir; + +void main(void) +{ + Normal = normalize(gl_NormalMatrix * gl_Normal); + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; + LightDir = vec3(normalize(gl_LightSource[0].position)); +} |